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Everything posted by Allen508
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AutoCrush is used with Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only) The computer only part is also a lie PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry? Change all to 5 wouldn't do a thing. IQ works like this. At IQ=1 the AI will use RepairSel. With IQ=2 the AI will use RepairSel from IQ=1 plus, AutoCrush, Harvester and SellBack that are need IQ=2. Each time the IQ goes up it still will use the lower IQ keys. I'm not sure if that MaxIQLevels= can be set over 5. IQ for the AI is set in the map/mission for each side [Greece] Allies=Spain Credits=60 Edge=south IQ=2 TechLevel=6 MaxIQLevels may be needed in the rules for the multiplayer/skrimish AI.
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Won't work. IQ is set in the rules. Building of buildings and units are contolled from the same key. [iQ] MaxIQLevels=5 ; the maximum number of discrete IQ levels SuperWeapons=4 ; super weapons are automatically fired by computer Production=5 ; building/unit production is automatically controlled by computer GuardArea=4 ; newly produced units start in guard area mode RepairSell=1 ; allowed to choose repair or sell of damaged buildings AutoCrush=2 ; automatically try to crush antogonists if possible Scatter=3 ; will scatter from incoming threats [grenades and such] ContentScan=4 ; will consider contents of transport when picking good target Aircraft=4 ; automatically replace aircraft or helicopters Harvester=2 ; automatically replace lost harvesters SellBack=2 ; allowed to sell buildings
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The AI can't build a base for player. It will however build unit for the player once you built a Bar/WF. It will also sell Naval Yard/SubPen and Repair Depot. Sell Power Plants if you no longer need them. 2) This shouldn't happen unless you changed the Prerequisite for the Kennel and Ore Refinery.
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Try making sure you didn't put any Tib on a step/drop down. Tib should only be on flat ground or it will crash in game.
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Iran expanded the unit set up to be more like TS so new units could be added but it is incomplate. Yes. All new aircraft are stuck being AH64 or Hind clones. You need one of the newer Iran updated RA95.exe. Than put this in to your rules.ini above ; ******* aircraft types ******* Also get the attached expand8.zip. Unzip it and put the expand8.mix into your game folder. It has the graphics for the Heli Trooper. ; ******* New Aircraft Type List ******* ; This lists new aircraft types in the game. Each aircraft ; type should have a matching section that specifies the data it ; requires. [AircraftTypes] 0=AIR1 ;template 1=ROCT ; New aircraft master template ; Use this a template to make your new aircraft. ; You can edit any of the keys to make your new ; aircraft work. You can not delete any key or ; online games will go Out of Sync. [AIR1] Prerequisite=none Primary=none Secondary=none Strength=1 Armor=none TechLevel=-1 Sight=0 Speed=1 Owner=allies,soviet Cost=1 Points=1 ROT=1 Ammo=1 GuardRange=1 DoubleOwned=no Cloakable=no Explodes=no Invisible=no Reload=0 SelfHealing=no Sensors=no Passengers=0 ; Heli Trooper [ROCT] Prerequisite=hpad Primary=ChainGun Secondary=ChainGun Strength=30 Armor=light TechLevel=1 Sight=5 Speed=10 Owner=allies,soviet Cost=700 Points=25 ROT=4 Ammo=6 Crewed=no GuardRange=5 DoubleOwned=no Cloakable=no Explodes=no Invisible=no Reload=0 SelfHealing=no Sensors=no Passengers=0 expand8.zip
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I did somthing like that using the uncoded unit type logic but the game keeps sending Heli Troopers back to the Helipads to reload even if they have unlimited ammo. http://cnc-comm.com/community/index.php?topic=2603.45 I may still have the Heli Trooper hanging around.
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(RA1) How to do this? AI create small team and attack?
Allen508 replied to atenzor's topic in Modding Discussion
First you going to need to make 3 triggers. This will set the Autocreate. This many not be needed but best to make it anyway. Name: auto Owner: USSR Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 0 Action 1: Autocreate Begins... USSR This will force the game to make team Inf1 every 10 min. This is a constant and will loop over and over. Name: inf1 Owner: USSR Existence: constant (any linked event -> switch) Type: simple (event1 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 100 Action 1: Create Team... inf1 Production trigger will let the AI build units. Name: prod Owner: USSR Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 0 Action 1: Production Begins USSR This is the Team (TeamType) called for in trigger inf1. Name: inf1 Owner: USSR Priority: 7 Max: 0 Num: 1 WayPoint: -1 Team: Mini Gunner 5 Orders: 0 Attack... Buildings - any Options: Prebuild team members before team is created. Linked triggers: inf1 With this set up the USSR AI will build a team every 10 mins. -
(RA1) How to do this? AI create small team and attack?
Allen508 replied to atenzor's topic in Modding Discussion
Yes. To use it you need to put it in the map with [AI] above it like so. [AI] AutocreateTime=5 5 min is how it is set in the rules. CS mission The Legacy of Tesla has it set to 7. -
That worked. Thank goodness!
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Can we default back to C&C95? I keep going back to C&C95 but each time I come here by a topic reply email I get change to this CnCNet one.
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Are you talking about C&C95? If so I think XCC Editor uses many .xif files that should be able to be expaned on. For RA1 RAED already dose use them because I used the file names that are used for the interior maps. I put the new terrain in the current version of Red Dawn. You can get it in my sig and see for your self.
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Well somthing dosn't make since. Did you use any compat settings?
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Patch your RA1 with http://funkyfr3sh.cncnet.org/
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The best way to make the AI attack one side/base is to use waypoints to make the AI move it teams to the wanted side/base. In the teamtype list you can order that AI to attack Attack... Anything Attack... Buildings - any Attack... Harvesters Attack... Infantry Attack... Vehicles - any Attack... Ships - any Attack... Factories Attack... Base Defenses Attack... Base Threats Attack... Power Facilities Attack... Fake Buildings Or if you want the AI to attack a preplaced buildings place a waypoint over it and use Attack Waypoint... # This is good to make the AI attack preplaced neutral civilian buildings.
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To make the AI build any units you need them to have Autocreate and Production triggers. Once done you need to make a team that use AI autocreate. Also make sure that you put "1" in the Num: box of teams that will be made by the AI autocreate.
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Yes. You can use the included RAED from the lanucher and also see the How To folder. It has info on doing Classic C&C missions setup, changing colors, using custom tutorial for your mission and geting your mission to be listed on the Classic C&C & Custom Mission list. Note the Making Desert and Winter Maps.txt is kind of out of date as RAED can now open Desert, Jungle, Winter maps.
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Command & Conquer: Dawn of Tomorrow teaser thread
Allen508 replied to Kilkakon's topic in Modding Discussion
The pic above "A forward Tomorrow Redoubt stands in defiance against Russian and US forces" looks cool Terrain wise. -
Well C&C isn't flexable when it comes to adding Terrain.
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Good work on get the beta photo shop things to fit in game!
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Net 4 dose/did for mods but I think this is for Net 5
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That is GDI 8A. One of the two Campaign maps that are winter. Karpet re-made the map for Red Dawn I had to code the AI and test it.